Grant Takes Command
Grant in command of the AOP in 64', with 3 corps (in others regions) under his command. Each army commander commands an HQ, not a combat stack on steroïds, and gives bonus (or malus...) to the child corps. This simulate a real chain of command and allow much flexibility.
Note the winter graphics for regions under snow. Also this screen is in 1600x1200 resolution (the game adapts to any resolution, and the interface extends itself to accomodate more regions and units).

Running the Gauntlet
A nice wiew of the Hatteras, with CSA controlled fort Macon, defended by some heavy guns. Taking forts along the coast is an important part of the Union strategy, because it helps blockade the south and ease coastal mobility (otherwise your ships will be fired at when they pass adjacent to the forts).

Drafting and building units
Units are build at the state level. You order them, and the next turn they are there... unready! They do not magically pop up on map with full health x turns later, but are gathered in a place, and then are trained (or built for a ship). If they get caught before completion, so bad for them. The bright side of this is that if you are in dire need you can always send these green troops to the field, but do not expect too much from them.

a fight from freedom?
In the domestic policies screen you can set, for each state, how are restricted the rights of the population. Suspending the Habeas Corpus or setting martial law with reduce troubles in hostile regions, but high loyalty will suffers too. An handy way to fiddle with people heart and mind.

Money!
You want more money? No problem, choose how you will infuriate your citizens. Each option has advantages and drawbacks, and being too demanding will take his toll on the will of the population or have inflation sky-rocket. In the typical AGEOD's way, we try to propose you gameplay mechanisms close to how things were done historically, thus adding what grognards call 'chrome' or 'flavor' to the game.

